Adapting The Procedural Generation Systems in We Happy Few

Monday, November 12th

À Room 511E Categories: Programming & Technology By: Lionel Barret de Nazaris, Compulsion Games

Description: We Happy Few has changed a lot during its 4 year development. Starting from a small 3D rogue-like with little or no story, it grew tremendously as a title thanks to the added story elements and gameplay mechanics. The world is We Happy Few was originally fully procedural. But as the scope of the […]

Adding Love to an API (or Exposing C++ to Unity Game Developers)

Tuesday, November 13th

À Room 511E Categories: Programming & Technology By: Shawn Laptiste, Audiokinetic

Description: Tools developers have the power to ease game development. Game developers with the right tools can make wonderful things. In this talk, Shawn Laptiste will show methods to expose C/C++ libraries to game developers so that the functionality and ease-of-use resembles that of their preferred engine. Targeted public: The intended audience for this talk […]

Challenges of building a game engine for the modern web

Monday, November 12th

À Room 511E Categories: Programming & Technology By: Chris Shankland, Big Viking Games

Description: common implementations of game engine and editor features take full advantage of specific platform knowledge. One of the core principles of modern web standards is to hide the underlying platform from an application for security, privacy, and interoperability reasons. In this session we will discuss some of the techniques that we used to overcome […]

Designing XR Experiences with Natural Language Understanding

Monday, November 12th

À Room 511E Categories: Programming & Technology By: Nick Landry, Microsoft

Description: designing complex interactions for XR headsets (MR/VR/AR) experiences can be challenging due to the limited input schemes. Keyword-based voice commands are helpful but can also be immersion-breaking and pose user adoption problems. Advances in Machine Learning allow developers to easily leverage Natural Language Understanding through reusable techniques. The XR+AI combination is a powerful integration […]

Gameplay Gurus: Characters, Combat, and Leadership

Tuesday, November 13th

À Room 511E Categories: Programming & Technology By: Ashley Fairweather, LuckyHammers Julia Perdigueiro, Nvizzio Creations Réjean Charpentier, Red Barrels Sarah Beck, EA Motive Vincent Hippoman, Double Stallion Games

Description: This panel will give insights into the craft of gameplay programming. Drawing on a combined 25 years of programming experience in games, discussion will include representatives from multiple studios discussing their successes and challenges. Panelists will give insights into workflows, feature implementation and trends in the games industry, as well as share tips on […]

Quaternions Are Friends, Not Food: Pro-Tips for Understanding and Usage

Monday, November 12th

À Room 511E Categories: Programming & Technology By: Dan Buckstein, Champlain College

Description: since Hamilton’s discovery in 1843, the mechanics of quaternions for 3D rotations have been a mystery to almost everyone. In the past couple of decades, with the emergence of modern game technology, developers have begun to value them more and more. Now they appear in every commercial and proprietary game engine, in some form […]

Quest Systems: Strong Narratives in a Systemic Open-World

Tuesday, November 13th

À Room 511E Categories: Programming & Technology By: Charles Bélanger Pâquet, Ubisoft Quebec

Description: We take a deep dive into the quest system that was created for Assassin’s Creed Odyssey, and look at the technical challenges associated with creating a system to handle well over 300 quests in a systemic open-world. This session aspires to give insight on the toolset that was put into place, the challenge of […]

Telemetry Pipeline Execution: Instrumentation and Analytics for Better Games

Monday, November 12th

À Room 511E Categories: Programming & Technology By: Matthew White, Keywords Studios

Description: telemetry, analytics, and data science are big, expensive, time consuming tasks in the games industry. Given that independent game developers often find themselves torn between whether to include a new shader in favor of putting together a desk or paying the rent, they often find themselves excluded from indie games. Unfortunately, this means that […]

The tech challenges behind the building of a metaverse: the story of Dual Universe

Tuesday, November 13th

À Room 511E Categories: Programming & Technology By: Jean-Christophe Baillie, Novaquark

Description: Dual Universe is a giant single-shard open world where everything is editable via a dual contouring voxel approach. We introduce here the key technological challenges behind this vision, from the continuous single-shard cluster technology to handle millions of players in the same world at the same time, to the particularities of voxels in a […]

Transforming from Peer-to-Peer to Dedicated Servers on a Live game: how For Honor fixed connectivity

Tuesday, November 13th

À Room 511E Categories: Programming & Technology By: Laurent Chouinard, Ubisoft

Description: On launch day, the For Honor team suddenly discovered that many players were having connectivity issues, something that had not been seen in any live testing phases. This gave birth to Project Onion: converting the live game to dedicated servers. In this presentation, Laurent covers 3 aspects of this project: – How come we […]